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Fighter, Cleric, and Rogue Class Features

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0% found this document useful (0 votes)
81 views5 pages

Fighter, Cleric, and Rogue Class Features

Uploaded by

Neeko
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

Classes:

Fighter
- 1st Level Weapon Mastery; Your training with weapons allows you to use the
mastery properties of three kinds of Simple or Martial weapons of your choice.
Whenever you finish a Long Rest, you can practice weapon drills and change one of
those weapon choices.

When you reach certain Fighter levels, you gain the ability to use the mastery
properties of more kinds of weapons, as shown in the Weapon Mastery column of the
Fighter Features table. Options are; Cleave, Topple, Vex, Slow, Push, Graze, Sap,
Nick.
Cleave; Cleave. If you hit a creature with a melee attack roll using a Greataxe,
you can make a melee attack roll with the Greataxe against a second creature within
5 feet of the first that is also within your reach. On a hit, the second creature
takes the Greataxe’s damage, but don’t add your ability modifier to that damage
unless that modifier is negative. You can make this extra attack only once per turn

Topple; Topple. If you hit a creature with a Battleaxe, you can force the creature
to make a Constitution saving throw (DC 8 plus the ability modifier used to make
the attack roll and your Proficiency Bonus). On a failed save, the creature has the
Prone condition.

Vex; Vex. If you hit a creature with a Blowgun and deal damage to the creature, you
have Advantage on your next attack roll against that creature before the end of
your next turn.

Slow; Slow. If you hit a creature with a Club and deal damage to it, you can reduce
its Speed by 10 feet until the start of your next turn. If the creature is hit more
than once by weapons that have this property, the Speed reduction doesn’t exceed 10
feet.

Push; Push. If you hit a creature with Greatclub, you can push the creature up to
10 feet straight away from yourself if it is Large or smaller.

Graze; Graze. If your attack roll with a Glaive misses a creature, you can deal
damage to that creature equal to the ability modifier you used to make the attack
roll. This damage is the same type dealt by the Glaive, and the damage can be
increased only by increasing the ability modifier.

Nick; Nick. When you make the extra attack of the Light property, you can make it
as part of the Attack action instead of as a Bonus Action. You can make this extra
attack only once per turn.

Sap; Sap. If you hit a creature with a Flail, that creature has Disadvantage on its
next attack roll before the start of your next turn.

- 2nd Level Action Surge; You can push yourself beyond your normal limits for a
moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can’t do so again until you finish a Short or Long
Rest. Starting at level 17, you can use it twice before a rest but only once on a
turn.

- 2nd Level Tactical Mind; 2nd level


You have a mind for tactics on and off the battlefield. When you fail an ability
check, you can expend a use of your Second Wind to push yourself toward success.
Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the
ability check, potentially turning it into a success. If the check still fails,
this use of Second Wind isn’t expended.

- 4th level Extra Weapon Mastery + ASI/Feat; Another Weapon Mastery at levels 10
and 16.

- 7th Level Additional Fighting Style

- 9th Level Tactical Master; When you attack with a weapon whose mastery property
you can use, you can replace that property with the Push, Sap, or Slow property for
that attack.

- 9th Level Indomitable; If you fail a saving throw, you can reroll it with a bonus
equal to your Fighter level. You must use the new roll, and you can’t use this
feature again until you finish a Long Rest.

You can use this feature twice before a Long Rest starting at level 13 and three
times before a Long Rest starting at level 17.

- 13th Level Studied attacks; You study your opponents and learn from each attack
you make. If you make an attack roll against a creature and miss, you have
Advantage on your next attack roll against that creature before the end of your
next turn.

- 19th Level Epic Boon of your choice

- 20th Level Three Extra Attacks

Cleric:
- 1st level Divine order; like a fighting style but specific to Cleric

- 3rd level Preserve Life; As a Magic action, you present your Holy Symbol and
expend a use of your Channel Divinity to evoke healing energy that can restore a
number of Hit Points equal to five times your Cleric level. Choose Bloodied
creatures within 30 feet of yourself (which can include you), and divide those Hit
Points among them. This feature can restore a creature to no more than half its Hit
Point maximum.

- 5th level Sear Undead; Whenever you use Turn Undead, you can roll a number of d8s
equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each
Undead that fails its saving throw against that use of Turn Undead takes Radiant
damage equal to the roll’s total. This damage doesn’t end the turn effect.
- 7th level (increased at 14)Blessed Strikes;

Divine power infuses you in battle. You gain one of the following options of your
choice.

Divine Strike. Once on each of your turns when you hit a creature with an attack
roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or
Radiant damage (your choice).

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any
Cleric cantrip.

- 10th level (increased at 20th level) Divine intervention; You can call on your
deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric
spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the
same action, you cast that spell without expending a spell slot or needing Material
components. You can’t use this feature again until you finish a Long Rest. (20th
Level) You can call on even more powerful divine intervention. When you use your
Divine Intervention feature, you can choose Wish when you select a spell. If you do
so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.

- 17th level Supreme Healing; When you would normally roll one or more dice to
restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those
dice for the healing; instead use the highest number possible for each die. For
example, instead of restoring 2d6 Hit Points to a creature with a spell, you
restore 12.

Rogue:

- 1st Level Weapon Mastery

- 3rd Level Steady Aim; As a Bonus Action, you give yourself Advantage on your next
attack roll on the current turn. You can use this feature only if you haven’t moved
during this turn, and after you use it, your Speed is 0 until the end of the
current turn.

- 5th Level Cunning Strike;

You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack
damage, you can add one of the following Cunning Strike effects. Each effect has a
die cost, which is the number of Sneak Attack damage dice you must forgo to add the
effect. You remove the die before rolling, and the effect occurs immediately after
the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6
from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your
Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a
Constitution saving throw. On a failed save, the target has the Poisoned condition
for 1 minute. At the end of each of its turns, the Poisoned target repeats the
save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner’s Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity
saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed
without provoking Opportunity Attacks.

- 7th Level Reliable talent; Whenever you make an ability check that uses one of
your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

- 11th Level Improved Cunning Strike; You can use up to two Cunning Strike effects
when you deal Sneak Attack damage, paying the die cost for each effect.

- 14th Level Devious Strikes;

You’ve practiced new ways to use your Sneak Attack deviously. The following effects
are now among your Cunning Strike options.

Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its
next turn, it can do only one of the following: move or take an action or a Bonus
Action.

Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or
it has the Unconscious condition for 1 minute or until it takes any damage. The
Unconscious target repeats the save at the end of each of its turns, ending the
effect on itself on a success.

Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has
the Blinded condition until the end of its next turn.

- 15 Level Slippery Mind; Your cunning mind is exceptionally difficult to control.


You gain proficiency in Wisdom and Charisma saving throws.

- 18th Level Elusive; You’re so evasive that attackers rarely gain the upper hand
against you. No attack roll can have Advantage against you unless you have the
Incapacitated condition.

- 19th Level Epic boon

- 20th Level Stroke of Luck; You have a marvelous knack for succeeding when you
need to. If you fail a D20 Test, you can turn the roll into a 20.

Once you use this feature, you can’t use it again until you finish a Short or Long
Rest.

Wizard:

- 1st Level Ritual Adept;You can cast any spell as a Ritual if that spell has the
Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared,
but you must read from the book to cast a spell in this way.

- 1st Level Arcane Recovery;You can regain some of your magical energy by studying
your spellbook. When you finish a Short Rest, you can choose expended spell slots
to recover. The spell slots can have a combined level equal to no more than half
your Wizard level (round up), and none of the slots can be level 6 or higher. For
example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of
spell slots, regaining either one level 2 spell slot or two level 1 spell slots.

Once you use this feature, you can’t do so again until you finish a Long Rest.

- 2nd Level Scholar; While studying magic, you also specialized in another field of
study. Choose one of the following skills in which you have proficiency: Arcana,
History, Investigation, Medicine, Nature, or Religion. You have Expertise in the
chosen skill.

- 5th Level Memorize Spell; Whenever you finish a Short Rest, you can study your
spellbook and replace one of the level 1+ Wizard spells you have prepared for your
Spellcasting feature with another level 1+ spell from the book.

- 18th Level Spell Mastery; You have achieved such mastery over certain spells that
you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook
that have a casting time of an action. You always have those spells prepared, and
you can cast them at their lowest level without expending a spell slot. To cast
either spell at a higher level, you must expend a spell slot.

Whenever you finish a Long Rest, you can study your spellbook and replace one of
those spells with an eligible spell of the same level from the book.

- 19th Level Epic Boon

- 20th Level Signature Spells; Choose two level 3 spells in your spellbook as your
signature spells. You always have these spells prepared, and you can cast each of
them once at level 3 without expending a spell slot. When you do so, you can’t cast
them in this way again until you finish a Short or Long Rest. To cast either spell
at a higher level, you must expend a spell slot.

Backgrounds now control the ability score increases of your character where race
once did. Also provides a background specific feat at 1st level.

Dwarf gains Stonecunning; As a Bonus Action, you gain Tremorsense with a range of
60 feet for 10 minutes. You must be on a stone surface or touching a stone surface
to use this Tremorsense. The stone can be natural or worked.

You can use this Bonus Action a number of times equal to your Proficiency Bonus,
and you regain all expended uses when you finish a Long Rest.

All elven subraces are now included in Elf.

You now get the option to either start with equipment or gold equal to the value of
the starting equipment.

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